Overwatch_C-17 wrote:Hello,I'm got confused with this one. I've many DM maps, but it is separated not in one scenario. How to packed the map file into one scenario? Can I include a Physics file?

What you need is two programs: Atque, and ShapeFusion. Atque allows you to combine MML Scripts, Lua Scripts, Terminal Text, Physics Files, Title Screens, Music Scores and of course, Individual Levels. What I recommend is that you open up the Marathon Infinity map file up with Atque and see how the hierarchy works. ShapeFusion allows you to modify shapes, sounds and physics files. Both programs are on SourceForge.net.

Yea I've both tools, including latest weland. Ok I'll do that. When I make a new physics file using physics editor one n edit it with shape fusion, Why the new physics can't be played on original Marathon (inf) maps?

Overwatch_C-17 wrote:Yea I've both tools, including latest weland. Ok I'll do that. When I make a new physics file using physics editor one n edit it with shape fusion, Why the new physics can't be played on original Marathon (inf) maps?

Marathon Infinity has merged physics which take precedence over what you select in Environment preferences.

Overwatch_C-17 wrote:It mean I can't use my new Physics to play with Marathon (Inf)?

It means that any level that has its own Physics model merged into it won't accept any other Physics model. This is why Delusions of Grandeur (which has no unique Physics) will accept whatever you set under 'Environment', while Rise Robot Rise (which does have a unique Physics model) will not. Furthermore, this is why the solo maps of M2 will accept any Physics models you pick under Environment - the maps aren't merged with any unique Physics models, and thus will accept whatever you tell it to.

1. Invisible enemies that damage you. You'll have to surround the desired polygon with monster impassable polygons to prevent the monsters from escape and the player won't be able to pass through them.

2. Lua; you can set a specific polygon index to deal damage to the player if they are above/on it. There are also some scripts floating around that deal fall damage. This may be suitable IIRC Phoenix did it based on player elevation. When the player was below a certain height, they would take damage.

3. Use a harmful liquid to damage them. The player will however see the liquid on the map and floor. So that's not the best option.

4. Teleport the player. You can set the sky floor polygon to be a teleporter so when the player stands still they will be teleported back to ground of your choosing.

Or 5, make the polygon a 'Major Damage Polygon' (doable in Weland). This makes it so the player will take damage if they are above/standing on that polygon, killing them in a short amount of time. This isn't the best method, though, and I'd recommend instead using RyokoTK's method:

function Triggers.idle() for p in Players() do if p.z < -3.00 and not p.dead then p:damage(150,"suffocation") end endend

Just replace "-3.00" with the appropriate height in WUs. Suffocation is the best kind of damage to use, as it doesn't cause a flash on the screen, and the sound it makes is kind of fun (though it is a little weird as well).